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Tuesday, November 10, 2015

Classes of Nightwick: The Rogue

It was big in the blogosphere a couple of weeks ago to post your version of the rogue/thief/whatever. I couldn't find my houserules document until just now... so here's mine.

Rogue

Rogues
in the World of Nightwick are ne'er-do-wells who live by their wits.
They are, unfortunately for the World and its people, quite common.

Rogue
Advancement

XP

Level

HD

ST

Skills

Sneak
Attack

0

1

1

15

1-2

x1

1,250

2

2

14

1-2

x1

2,500

3

3

13

1-3

x2

5,000

4

3+1

12

1-3

x2

10,000

5

4

11

1-3

x2

20,000

6

5

10

1-4

x3

40,000

7

6

9

1-4

x3

80,000

8

6+1

8

1-4

x3

160,000

9

7

7

1-5

x4

320,000

10

8

6

1-5

x4

Rogue
Class Abilities

Weapon
and Armor Restrictions: Rogues
can use any weapon and wear any armor; however, they cannot use their
skills if wearing armor heavier than leather.

Skills:
Rogues
possess skills that aid them in their attempts to gain precious
lucre. These include Climb, Hear Noise, Open Doors, Pick Lock,
and Search. The chances given on the chart above are for a d6.
In
the case of skills that have their own attribute based chart, such as
Open Doors, the rogue uses either the skill chart or the attribute
chart - whichever is higher. Rogues also use this x in 6 chance to
determine the chance that they surprise an opponent when sneaking off
alone. Note that rogues carrying lit torches or lanterns still
cannot surprise monsters in a dungeon.

Sneak
Attack:
If attacking a surprised or otherwise unaware opponent, a Rogue
multiplies any damage dealt with a melee weapon by the number
indicated on the chart above.

Saving
Throw: Rogues
gain a +2 bonus to saves against poison and death effects.

Grave
Robber (Rogue Bonus Class)

Grave
robbers are those members of Dark Country society that have been
forced to make their living through various nefarious means. As
the title says, this typically involves looting the corpses of the
dead.

Grave
Robber Class Abilities

Prerequisites:
Constitution
12+, Charisma 8-

Strike
to Stun: If
undetected, a Graverobber can attempt to stun a human or humanoid
opponent that is vulnerable to such an attack using a blunt
instrument. The Grave robber must make a to hit roll against
the opponent they wish to stun. If the hit is successful, the
opponent must make a saving throw or be knocked unconscious for 1d6
turns.

Mountebank
(Rogue Bonus Class)

Mountebanks
are the flimm-flamm men of the World of Nightwick. While typically
more at home in urban areas, they may be found anywhere were gold can
be acquired.

Mountebank
Class Features

Prerequisites:
Wisdom
8-, Charisma 15+

Spell
Casting:
Mountebanks may attempt to cast spells found on magic user spell
scrolls; however, in order to do so successfully they must make a
successful saving throw with a penalty equal to the level of the
spell. If the saving throw is failed, the opposite of the
intended effect of the spell occurs, usually in a way that is
reflected back on the mountebank. A mountebank may also attempt
to cast a spell directly from a spellbook; however, a second saving
throw must be made or else the spell disappears permanently from the
book.

Roll 1d10 to determine you're previous career and some of your starting equipment.